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chore: virtual camera test scene updates 2 (#17)
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This example scene makes usage of several `VirtualCamera` components and `MainCamera` to change the active virtual camera in the scene. | ||
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### SCENE TESTING | ||
### SCENE TESTING - Global Input Cameras | ||
There are 4 entities with `VirtualCamera` up in the sky, they have a text shape marking the order in which they are used. | ||
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A system is listening to the Primary input key press ("E") to pass through those 4 cameras activating one after the other. So press 'E' and the cameras will be changing sequentially, after all the cameras have been toggled, the default character camera returns. | ||
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* Camera 1: A statically positioned top-down camera -> 89 degrees was used instead of 90 since the input controls are based on the camera forward/direction so if a perfect 80 degrees rotation is used, the input won't work as expected. | ||
* Camera 2: Another statically positioned camera. | ||
* Camera 3: A static positioned camera that makes use of the `lookAt` property referencing the `engine.PlayerEntity` to always look at the player. | ||
* Camera 4: A camera whose entity transform is tweened using a tween sequence. It uses the `lookAt` property referencing an invisible entity positioned at the center of the scene close to the ground. | ||
* Camera 4: A camera whose entity transform is tweened using a tween sequence. It uses the `lookAt` property referencing an invisible entity positioned at the center of the scene close to the ground. | ||
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### SCENE TESTING - "Controllable" Camera | ||
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There is a clickable (virtual camera) entity cube in the center of the scene that when clicked it blocks the player movement and allows for controlling the cube rotation and X-Z position. | ||
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Controls: | ||
* W,A,S,D: X-Z position | ||
* E,F: Y rotation | ||
* SPACEBAR/JUMP: Reset player controls and camera, leaving the controllabel camera where you left it |
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